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horizon's Issues

provide barrier interface

All of the GPU commands sent to a VkQueue will start in order, but will not end in order. The GPU is free to schedule and reorganize the commands in whatever way it sees fit. This means that if we run a shader like above, and then try to do some rendering that uses said matrix buffer, it’s possible that the compute shader hasnt finished executing before the buffer is used, thus doing a data race and likely causing bad things to happen.

barrier also used in transition image layout and queue family ownership transfer

render hardware interface

To support multiple graphics api, DirectX/OpenGL/Vulkan, we can have a wrapper of api instructions and don't expose them to user.
ex:
use a function draw() to wrap glDrawArrays, DrawInstanced and vkCmdDrawIndexed.

camera

  • camera class
  • process user input

code structure

engine structure

  • runtime
    • core
      • log
      • math
      • utils
      • path
    • function
      • render
      • input manager
      • window
    • scene
      • light
      • camera
      • material
      • mesh
      • scene
  • application
    • main

Descriptorset Management

Implement real time atmospheric scattering algorithms

some ref:

  • Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators, Ralf Stokholm Nielsen.
  • SIG19 Creating the Atmospheric World of Red Dead Redemption 2 A Complete and Integrated Solution, Advances in Real-Time Rendering in 3D Graphics and Games – SIGGRPAH 2019
  • Lighting Research at Bungie, Hao Chen, Natalya Tatarchuk, Advances in Real-Time Rendering in 3D Graphics and Games, Siggraph 2009.
  • Precomputed Atmospheric Scattering. Bruneton, E. and Neyret, F. EGSR 2008. Computer Graphics Forum.
  • Real-Time Volumetric Rendering, By Patapom / Bomb! (spring 2013, course notes for the Revision Demo Party)
  • Real Time Volumetric Cloudscapes of Horizon Zero Dawn, ADVANCES IN REAL-TIME RENDERING 2015
  • Real-Time Samurai Cinema Lighting,Atmosphere,andTonemapping in GHOST, SIGGRAPH 2021 ADVANCES IN REAL-TIME RENDERING IN GAMES course.
  • A Scalable and Production Ready Sky and Atmosphere Rendering Technique, EPIC GAMES

HSL - Horizon Shading Language

to use a frequency based resources binding model. shader writer don't care about binding slot, we decide to use a custom shading language HSL, HSL is a modified version of FSL, HSL unify the binding model of directx12 and vulkan.

shadows

implement shadow algorithms

Render Context

abstract rendering related resources to RenderContext

Shader Compiling

TODO:

  • ShaderCompiler based on directx-dxc
  • incremental compile
  • Multithread Shader Compile, PSO gen
  • PSO cache

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